Fallen Enchantress: Legendary Heroes 0.90 changelog

*** Released 5/9/2013 ***

 

 

Features

Added the LH Scenario

 

Fixes

Fixed a crash when returning from a locked OS

Fixed an issue keeping the Berserkers Axe and Broadsword from controlling the wielder

Fixed an issue making the AI use guard every turn

Fixed an issue keeping the Break ability from correctly removing the victims defense

Fixed an issue keeping a quest from spawning Sir Kodrin

Fixed the upgrade to the Lightning Hammer

Fixed the fact that Lightbringers and Wisps weren't taking the controlled life shards into account when they were summoned

Fixed the Hummingbird Pike's ability to summon air elementals

Lots of crash fixes

 

Balance

Improved the defense of Rusty Armor (its just a little worse than normal plate mail now)

Panca Archers reduced to a Longbow instead of a Balanced Shortbow

Reduced the attack of the War Boar slightly

Increased base champion accuracy from 75 to 80

Increased Sovereigns Call from +1 growth to +2 growth

Removed the level prereq from the Turtle Charm

Reduced pop required for city levelup from 50/200/400/800 to 50/150/300/600

Reduced the amount of unrest from levels above low on the tax slider

Attacking no longer consumes all of a units movement on the strategic map

 

AI

Removed the Expansive AI trait from Procipinee and Karavox.  Building that many pioneers isn't a good move with the new pop costs.

 

UI

Adjusted specular levels on skin, hair and clothes

 

 

176,170 views 83 replies
Reply #1 Top

First! Can't wait to beta-test the LH scenario.

Reply #2 Top

Nice, dito! Looking forward to the scenario.

Reply #3 Top

Very nice! Any info on the release date for this patch? I would love to play it on the weekend.

Reply #4 Top

great news :) looking forward to the scenario :)

Reply #5 Top

I hate to be a prick, but I'd much rather see bug fixes general polishing instead of new scenarios - or new anything for that matter :(

Still a fantastic game!

Reply #6 Top

Quoting Brainjuggler, reply 5

I hate to be a prick, but I'd much rather see bug fixes general polishing instead of new scenarios - or new anything for that matter

Still a fantastic game!

 

Don't shout at me but I am going to give this a +1   :blush:

Reply #7 Top

don't know how many people actually work on that game, but i guess it's reasonable to assume that they do have programmers working on internal stuff (fixing the bugs etc.) and designers/artist creating the content (in this case, the scenario). not sure if there's really a conflict when they do both at the same time. i mean, the patch notes actually do contain fixes, which proves that point (more or less)

Reply #8 Top

Removed upkeep cost from Mercenaries like the Knights of Asok?

Reply #9 Top

I'm pretty disappointed at the amount of bug fixes, when I see how many bugs are still around.

Reply #10 Top

Quoting JustATourist, reply 9

I'm pretty disappointed at the amount of bug fixes, when I see how many bugs are still around.

 

The list is just started, by the time it's released, it will be much longer.

Reply #11 Top

This is good to see. I'm hoping too see some of the glitches I reported in my thread fixed, too. Any chance of that engineer unit we spoke of? 

Reply #12 Top


I hope this fixes my perpetual crashing.

Reply #13 Top

Fixed: The HummingBird Pike problem... a fix included

https://forums.elementalgame.com/443854/page/1/

Fixed: Sir Kodrin... This champion reward unit is not in the coreUnits file, so the quest is broken.

https://forums.elementalgame.com/443947/page/1/

Fixed: The hammer upgrades don't go up to the magical ones... a fix included

https://forums.elementalgame.com/443864/page/1/

Fixed: Wisp and Lightbringer not adding lifeshards as said in description... a fix included

https://forums.elementalgame.com/443891/page/1/

A UI polish issue regarding the quest book

https://forums.elementalgame.com/443534/page/1/

The BloodCurse Spell problem... a speculated fix (a hard code problem)

https://forums.elementalgame.com/443955/page/1/

 

Reply #14 Top

Glad to see Lord Xia still posting about the Knights of Asok. What will he do once they are adjusted?

I definately want to test the LH Scenario. Here is me hoping it will uncover another part of the amazing story.

Reply #15 Top

When the Knights of Asok get fixed he'll probably start asking for another pony =)

 

 

Reply #16 Top

I would definately want the fix for the levelup screen to go into this update.

Please do something about it!

It is annoying that when you have no more traits to select for your hero the game is always stuck in the levelup screen...

Reply #17 Top

Quoting N1ghthavvk, reply 16

I would definately want the fix for the levelup screen to go into this update.

Please do something about it!

It is annoying that when you have no more traits to select for your hero the game is always stuck in the levelup screen...

This was fixed in 0.87 but you may not have noticed it because the fixed wasn't specifically to address this.  The screen already allows you to close it if you don't have any more traits to select.  The problem was that there was a levelup trait (Revenge) that wasnt being displayed in the trait tree.  So the game knew there was a trait available for you to pick, but since it wasnt being shown int he tree there was no way to pick it.

So the fix came in 0.87 be fixing the issue so that Revenge showed up correctly in the trait tree.  If you still see the issue with 0.87 or later let me know.

Btw, it was critical that I get the scenario out so that you guys can start playing and providing play test feedback.  We will have time to add additional polish, but I need to hear about difficulty, what you like, what you don't like, etc.  As was mentioned above bug fixing is handled by devs while making the scenario has been my project.  I'm excited to hear your feedback.

Reply #18 Top

That explains the late night post. And I can confirm that the stuck on the level screen has been fixed...

Reply #19 Top

AI
Removed the Expansive AI trait from Procipinee and Karavox. Building that many pioneers isn't a good move with the new pop costs.

 

Good call. Does this mean the Expansive trait has been removed from the game, or can it still show up on Custom Sovereigns? I personally would like the ability to decide which traits my Custom Sovs have, afaik currently they seem to be randomly assigned?

Reply #20 Top

The expansive trait is still in, it's just removed from Karavox and Procipinee.

Reply #21 Top


Yeah, we didn't get a chance to beta test the FE scenario did we? I only remember playing it after release..  and then doing the bug reports. Better that we get to beta test the LH one now.

Reply #23 Top

*** Unreleased ***


Reduced pop required for city levelup from 50/200/400/800 to 50/150/300/600


Really like that the ceiling has been pulled in a notch so that reaching level 5 will be easier. However,  what about the floor? 50 pop for level 2 is really too soon with the starting pop being 30. I understand that you want to give the option to build a pioneer right away, but a mere 20 pop takes no time to gain and every game I play ends up being a guess at what I want my capital to become because I have not yet had the proper time to explore and plan out my city locations and specializations.

I recommend increasing the level 2 from 50 to 75.

 

 

Reply #24 Top

 

*** Unreleased ***

 
Reduced the amount of unrest from levels above low on the tax slider
 

May I inquire as to what this implies? I enjoyed the high unrest that was associated with the tax rate. It made for a dynamic decision. What I do not enjoy is the lack of tax options. See 'tax mod' thread for more details on that.

Reply #25 Top

Can you guys please also fix the tactical map bug that is placing either some of your units or some of enemy units OUTSIDE of the tactical battlefield? 

The problem mainly occurs when you're fighting large armies (army size 9). Any melee unit spawning outside will be rendered useless - you can just skip turn pretty much. Very easily reproduced if you attempt to do the Arena Tournament quest with a party of 9 units.

This severely hurts - for example - Ythril faction with Warlord Vega, as they have no ranged weapons / units available. So if you attack a city and enemy group of archers or mages spawn outside, you will be defeated even if it's only a single militia archer :)